Well I was going to talk about dice tonight, but I think I’ll do that tomorrow because I just remembered that I’d not really mentioned armour. I want to quickly describe this now as it works the same way as the 3 alliterative stats, and you need to know that when we talk about dice mechanics.
Armour is a role-defined value, so every Striker has the same protection, every Jack has the same, etc. Armour is defined like Speed or Strength as X+.
Striker armour should obviously be the lightest as they need to be agile, and it is indeed the weakest at 5+. Guard and Jack armours are both 4+, which may seem odd at first because Guards should clearly have heavier kit, right? Well, fret not. Guards get an extra dice whenever they roll an armour check, so they are likely to resist more damage even though the value they are rolling against is identical. Cunning, eh?
All this makes is extremely easy to remember what the value is you’re rolling against, which in turn makes the whole thing roll along very briskly.
Tomorrow I’ll talk about dice mechanics and it should become rather clearer how all these simple rules overlay to produce something more subtle and interesting.